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<font face="Arial" size="2"><p align="center"><b><font size="4">SetupTerrains()</font></b></p>
<p><b>Syntax</b></p><blockquote>
<font color="#006666"><b>SetupTerrains</b></font>(LightID, CompositeMapDistance, Flags)</blockquote>

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<b>Description</b><br><blockquote>



Setup the default parameters for all the future created terrains. 

 

</blockquote><p><b>Parameters</b></p><blockquote>
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<table width="90%" class="parameters">
<tr><td width="10%"><i>LightID</i></td>
<td width="90%"> 
 
The light to use for the terrain rendering. To get a valid light id, use <a href="../light/lightid.html">LightID()</a>. 

 

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<tr><td><i>CompositeMapDistance</i></td>
<td> 
 
The distance at which to start using a composite map if present, in world unit. 

 

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<tr><td><i>Flags</i></td>
<td> 
 
Can be a combination of the following values: 
 
<pre><font face="Courier New, Courier, mono"size="2">  <font color="#924B72">#PB_Terrain_Lightmap</font>:      enable the light map for the terrains (a texture with static shadows).
  <font color="#924B72">#PB_Terrain_NormalMapping</font>: enable the normal mapping for the terrains. This is a special texture
                             which simulate relief like small rocks, etc.
</font></pre>

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</blockquote><p><b>Return value</b></p><blockquote>

None.





</blockquote><p><b>See Also</b></p><blockquote>

<a href="createterrain.html">CreateTerrain()</a> 

</Blockquote><p><b>Supported OS  </b><Blockquote>All</Blockquote></p><center>&lt;- <a href=setterraintilelayerblend.html>SetTerrainTileLayerBlend()</a> - <a href=index.html>Terrain Index</a> - <a href=terrainheight.html>TerrainHeight()</a> -&gt;



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